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Patron: The Ancient One

Your patron is an ancient and intellegent being with powerful magic at hand. You have struck an accord with an ancient dragon or greatwyrm, sphinx, archmage, or other being of overwhelming magical power. This pact allows you to reach across planes to tap into their magical power and intellegence.

Expanded Spell List

Your patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
ANCIENT EXPANDED SPELLS
Spell LevelSpells
1st Heroism, Sanctuary
2nd Enlarge/ Reduce, See Invisibility
3rd Erupting Earth, Glyph of Warding
4th Divination, Secret Chest
5th Legend Lore, Wall of Force

Class Features:

Ancient Knowledge

Starting at 1st level, your patron grants you insights into their vast intellect. You become proficient in your choice of one of the following skills: Arcana, History, Nature, or Religion. Alternatively you can choose to become proficient in one tool set of your choice.  
Your proficiency bonus is doubled for any ability check you make that uses the skill or tool set.

Patron's Sanctuary

At 1st level, the presence of your patron's power can protect you while you rest. You can spend 10 minutes before beginning to rest to connect a conduit to your patron's magic. The conduit can be a hearth in a home, camp fire, or likewise central point of sheltered area. The area is effected by the Alarm spell as you cast it. If indoors all windows and doors will receive the effects of the spell. If outdoors the cube is increased by 5 ft in all directions for each level you have in this class.  
Additionally, any creature that rolls a Hit Dice while in the effected room or area may add your Charisma bonus to the total.

Innate Spellcasting

Starting at 6th level, your patrons magical nature grants you natural magical abilities. When you gain this feature choose a 1st level spell from the druid or wizard spell list that does not require a material component. You gain the ability to innately cast that spell without expending a spell slot. You can cast the spell a number of times equal to your proficiency bonus , and you regain all expended uses when you finish a long rest.  
Whenever gain a warlock level you may change the selected spell.

Magical Shunt

At 10th level, your patron's magic grants you defenses against other magics. You learn the spells Counterspell and Dispel Magic. These spells counts as a warlock spell for you, but it don't count against the number of spells you know.  
Additionally, if a spell forces you to make a saving throw you gain advantage on that saving throw.

Avatar of the Ancient One

At 14th level, you can present the eminent presence of your patron to those around you becoming an avatar of their majesty. As an action you summon an spectral effigy of your patron that surround you and follows you as you move. For 1 minute enemies that start their turn within 30 feet of you must make a Wisdom Saving throw against your Warlock spell save DC. Creatures that fail become frightened until the beginning of their next turn. Creatures frightened in this way have disadvantage on saving throws against spells you cast.  
Additionally, friendly creatures that start their turn within 15 feet of you gain temporary hit points equal to 1d8+your charisma bonus.

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